Igda Finland Hubs and Their Effects on Local Game Development: an Ethnographic Study of Tampere and Kajaani

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Igda Finland Hubs and Their Effects on Local Game Development: an Ethnographic Study of Tampere and Kajaani Lauri Komulainen IGDA FINLAND HUBS AND THEIR EFFECTS ON LOCAL GAME DEVELOPMENT: AN ETHNOGRAPHIC STUDY OF TAMPERE AND KAJAANI Faculty of Information Technology and Communication Sciences Master’s Thesis April 2019 ABSTRACT Lauri Komulainen: IGDA FINLAND HUBS AND THEIR EFFECTS ON LOCAL GAME DEVELOPMENT: AN ETHNOGRAPHIC STUDY OF TAMPERE AND KAJAANI Master’s Thesis Tampere University Internet and Game Studies April 2019 Game development is thought to be a community-based industry, where social networks and flow of information is crucial to both individual and company development. The International Game Developers Association (IGDA) and its Finnish chapter work to promote and support individual game developer in their careers and skill development by holding local monthly gatherings in areas where there is a game development scene. In Finland, these gatherings are commonly held by locally based IGDA Finland Hubs. In this study, we look at the hubs in Tampere and Kajaani game development areas. There is research done on the inner functions of game development industry, its structures and challenges. These previous researches have studied the rise and fall of big game development companies and how the business behind the game development functions. There are, however, very little research done about the game development communities, and especially, the IGDA and how its monthly events effect the game development industry on a local level. This paper aims to investigate the effects of IGDA hubs in Kajaani and Tampere areas by interviewing the attendees to the IGDA events in the respective areas. The goal there is to gain understanding on how the IGDA hub affect the local game industry, and how the attending people find the events. Why do people attend the events? Are the events perceived as useful to the individual and local companies? The demographics attending the IGDA events are colorful. The average IGDA gathering can have students, veteran game developers, recently graduated looking for jobs and people who are just interested in the game development industry. The results show that the interviewed people have many different reasons for attending the local IGDA hub gatherings. As information flow is seen one of the biggest motivations the attendance of gatherings is crucial. Networking with other people inside the industry plays an important part in this knowledge gathering and flow of information. The overall usefulness and effect to the game development industry is a complex matter to be investigated thoroughly in one thesis and would require even further research. Keywords: IGDA, IGDA Finland, Game development, communities, The originality of this thesis has been checked using the Turnitin OriginalityCheck service. 2 Foreword Writing this thesis has been an interesting journey into the academic field. Especially for someone with a vocational background such as myself. Having knowledge on the actual development side of the game industry has given me some knowledge about the field of game studies, but my master’s studies at the Tampere University has given that knowledge more depth. IGDA hub activities and volunteering in them have served as an important gateway into the Finnish game development scene for me. I am excited to be able to be one of the first to study the effects of IGDA activity and to know how the people in the scene feel about the association. For you, reader, I hope this thesis inspires you to visit your local IGDA Finland hub’s gatherings and talk with the local professionals. Attend a gathering, talk to people, learn, and most importantly; have a good time doing so! -- I would like to thank my family, classmates and friends for their support in making this thesis. I also thank university instructor Kati Alha for her valuable feedback in the most crucial moment in the making of this thesis. I also offer my thanks to my thesis supervisor, professor J. Tuomas Harviainen for his patience and support throughout the writing process. Contents 1 INTRODUCTION .................................................................................................... 1 2 LITERATURE ......................................................................................................... 4 3 THE INTERNATIONAL GAME DEVELOPERS ASSOCIATION ...................... 6 3.1 IGDA global ..................................................................................................... 6 3.2 IGDA Finland ry ............................................................................................... 8 3.3 IGDA Finland hubs as facilitators of networking .......................................... 10 3.4 Game development education in Finland and the IGDA hubs ....................... 11 4 COMMUNITIES AS A BASIS FOR THE GAME INDUSTRY .......................... 13 4.1 Formation and Nature of Game Development Communities ......................... 13 4.2 IGDA hubs as communities of practice .......................................................... 17 4.3 Locality of communities ................................................................................. 19 5 METHOTOLOGY ................................................................................................. 21 5.1 Gathering the information .............................................................................. 21 5.2 Auto-ethnographic data .................................................................................. 24 5.3 Analysis .......................................................................................................... 24 6 RESULTS ............................................................................................................... 27 6.1 Responses from the field ................................................................................ 27 6.1.1 Kajaani hub ..................................................................................... 27 6.1.2 Tampere hub ................................................................................... 31 7 DISCUSSION ......................................................................................................... 36 7.1 The Two Hubs ................................................................................................ 36 7.2 Attendee demographics .................................................................................. 38 7.3 Motivations for attending the gatherings ........................................................ 39 7.4 Experiences of usefulness ............................................................................... 41 7.5 How the hubs effect the local game development industry ............................ 43 8 CONCLUSIONS .................................................................................................... 45 8.1 Thoughts ......................................................................................................... 45 8.2 For future research .......................................................................................... 49 8.3 Reflection ....................................................................................................... 49 REFERENCES ............................................................................................................... 51 APPENDICES 4 1 INTRODUCTION Game development is often considered being a group effort, even if one prefers to work alone. How a game development community forms is commonly dictated by the common interests and hobbies of the individuals within the community. The formation of these communities is often natural in kind, but sometimes there is a need to provide a framework for the community to be built upon and develop further. This is where the International Game Developers Association (IGDA) comes into play. IGDA has chapters in different countries around the world all working to keep the game development community alive and well. In the case of IGDA Finland, there are several individual hubs operating under the main chapter. The Finnish hubs are located in regions and cities within Finland where the game development scene is active. There is an apparent lack of research conducted on the communal nature of game development and the different social game development communities. Research by Jørgensen, Sandqvist and Sotamaa (2017) has so far studied the game development industry mostly from a historical perspective. Other studies, like The North-American Game Industry by Casey O’Donnell (2012) only mention the IGDA as an active organisation within the industry. No published studies have investigated the effects of the different events that IGDA Finland can have on the local game development scene, even when the organisation is a vital part of the industry’s development. There is an apparent niche for this kind of organised game development community research, especially for one conducted on the IGDA. In this master’s thesis I investigate the IGDA Hubs of Kajaani and Tampere, and how they affect the local game development industry with the research question; “How do IGDA Finland activities affect local game development?” As one of the founders and previous leader of the IGDA Finland Kajaani hub, I have first-hand experience in the inner workings of IGDA Finland hub activities when hosting gatherings and inviting guest speakers and seeking sponsors. This background of experience has made me interested in knowing whether the local game development community has or has not found the gatherings useful and beneficial. Total five years of working with IGDA
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